Ynnari 9th Edition

Phoenix Rising Ynnari 9th edition was released on TBD

Unit points throughout Time

NameBattlefield RoleChapter Approved 2020Forgeworld 2020
Wave SerpentDedicated Transport130
RaiderDedicated Transport70
VenomDedicated Transport60
StarweaverDedicated Transport60
Fire DragonsElites23
Howling BansheesElites15
Striking ScorpionsElites13
Shadow SpectresElites27
BeastmasterElites40
IncubiElites16
LhamaeanElites16
MandrakesElites17
MedusaeElites22
SslythElites21
Ur-ghulElites16
Death JesterElites50
SolitaireElites90
Shining SpearsFast Attack35
Swooping HawksFast Attack16
VypersFast Attack40
Warp SpidersFast Attack18
WindridersFast Attack20
WraithbladesFast Attack40
WraithguardFast Attack38
Corsair Cloud Dancer BandFast Attack23
HornetFast Attack65
Wasp Assault WalkerFast Attack65
Clawed fiendsFast Attack35
HellionsFast Attack15
KhymeraeFast Attack12
Razorwing FlocksFast Attack14
ReaversFast Attack20
ScourgesFast Attack15
SkyweaversFast Attack35
Crimson HunterFlyer140
Crimson Hunter ExarchFlyer170
Hemlock WraithfighterFlyer230
NightwingFlyer95
PhoenixFlyer210
Razorwing JetfighterFlyers120
Voidraven bomberFlyers185
Webway GateFortifcation95
Dark ReapersHeavy Support35
FalconHeavy Support115
Fire PrismHeavy Support170
Heavy weapon platformHeavy Support12
Night SpinnerHeavy Support145
War WalkersHeavy Support40
WraithlordHeavy Support100
LynxHeavy Support360
Warp HunterHeavy Support205
RavagerHeavy Support85
ReaperHeavy Support150
TantalusHeavy Support400
VoidweaverHeavy Support65
AutarchHQ80
Autarch SkyrunnerHQ105
Autarch with Swooping Hawk WingsHQ90
FarseerHQ115
Farseer SkyrunnerHQ135
SpiritseerHQ60
WarlockHQ50
Warlock ConclaveHQ40
Warlock SkyrunnerHQ65
Warlock Skyrunner ConclaveHQ55
AsurmenHQ160
WraithseerHQ115
ArchonHQ60
SuccubusHQ55
ShadowseerHQ115
Troupe masterHQ65
WraithknightLord of War315
CobraLord of War600
Phantom TitanLord of War2400
Revenant TitanLord of War2000
ScorpionLord of War700
Skathach WraithknightLord of War470
Aeldari bladeMelee10
Biting bladeMelee0
ChainswordMelee0
DireswordMelee0
ExecutionerMelee0
GhostaxeMelee5
GhostglaiveMelee0
GhostswordsMelee0
MirrorswordsMelee0
Paragon sabreMelee30
Power glaiveMelee0
Power swordMelee0
PowerbladesMelee0
Scorpion chainswordMelee0
Star glaiveMelee0
Titanic feetMelee0
Titanic ghostglaiveMelee30
Titanic wraithbone fistsMelee0
WitchbladeMelee0
Witch staffMelee0
Wraithbone fistsMelee0
Wraithguard fistsMelee0
GhostspearMelee0
Spar-glaiveMelee0
Titanic strideMelee0
Titanic wraithbone fistsMelee0
Void sabreMelee10
Wraith glaiveMelee10
AgoniserMelee5
Archite glaiveMelee0
BladevanesMelee0
Chain-flailsMelee5
Clawed fistsMelee0
Claws and talonsMelee0
DemiklavesMelee0
Electrocorrosive whipMelee5
Flesh gauntletMelee5
Glimmersteel bladeMelee0
Haemonculus toolsMelee0
Hekatarii bladeMelee0
HellglaiveMelee0
HuskbladeMelee5
Hydra gauntletsMelee5
Ichor injectorMelee5
ImpalerMelee5
KlaiveMelee0
Macro-scalpelMelee5
Mindphase gauntletMelee5
Monstrous cleaverMelee0
Power lanceMelee5
Power swordMelee5
Razor feathersMelee0
RazorflailsMelee5
ScissorhandsMelee10
Shaimeshi bladeMelee0
Shardnet and impalerMelee10
Shock prowMelee5
Spirit-leech tentaclesMelee0
Sslyth battle-bladeMelee0
StunclawMelee5
Talos gauntletMelee15
Venom bladeMelee5.0
Star bolasMelee0
Harlequin's bladeMelee0
Harlequin's caressMelee6
Harlequin's embraceMelee5
Harlequin's kissMelee6
MiststaveMelee0
Power swordMelee5
ZephyrglaiveMelee5
Aeldari missile launcherRanged0
Avenger shuriken cannonRanged20
Bright lanceRanged40
D-cannonRanged10
D-scytheRanged0
Death spinnerRanged0
DoomweaverRanged10
Dragon's breath flamerRanged15
FirepikeRanged5
FlamerRanged10
Fusion gunRanged0
Fusion pistolRanged5
Hawk's talonRanged0
Heavy D-scytheRanged50
Heavy wraithcannonRanged0
LasblasterRanged0
Laser lanceRanged0
Melta bombRanged0
Plasma grenadeRanged0
Prism cannonRanged0
Pulse laserRanged0
Ranger long rifleRanged0
Reaper launcherRanged10
Scatter laserRanged10
Scorpion's clawRanged20
Shadow weaverRanged10
Shuriken cannonRanged0
Shuriken catapultRanged0
Shuriken pistolRanged5
Singing spearRanged5
Star lanceRanged15
StarcannonRanged60
SuncannonRanged10
Tempest launcherRanged5
TriskeleRanged40
Twin Aeldari missile launcherRanged40
Twin bright lanceRanged20
Twin shuriken cannonRanged0
Twin shuriken catapultRanged30
Twin starcannonRanged15
Vibro cannonRanged0
WraithcannonRanged10
BlasterRanged15
Brace of pistolsRanged5
Cloudburst missile launcherRanged0
D-bombardRanged0
D-flailRanged0
D-impalerRanged0
Heavy D-cannonRanged40
Dark LanceRanged15/20
Deathshroud cannonRanged45
Dire pulsarRanged0
Dissonance cannonRanged20
Dissonance pistolRanged5
Haywire launcherRanged0
Hornet pulse laserRanged25
Inferno lanceRanged60
Lasblaster (Anrahe)Ranged7
Lynx pulsarRanged0
Nightfire missile arrayRanged0
Phoenix missile arrayRanged0
Phoenix pulse laserRanged0
Prism blasterRanged5
Prism rifleRanged15
PulsarRanged0
ShardcarbineRanged0
ShredderRanged10
Sonic lanceRanged60
Splinter cannonRanged10/15
Sunburst grenadesRanged0
Twin scorpion pulsarRanged0
Voidstorm missile launcherRanged0
BaleblasterRanged0
blast pistolRanged5
blasterRanged15
Dark lanceRanged15/20
Dark scytheRanged0
Disintegrator cannonRanged25
EyeburstRanged0
Haywire blasterRanged10
Heat lanceRanged10
HexrifleRanged5
Liquifier gunRanged10
OssefactorRanged5
Phantasm Grenade launcherRanged5
Razorwing missilesRanged0
ShardcarbineRanged0
ShredderRanged10
Spirit syphonRanged0
Spirit vortexRanged10
Splinter cannonRanged10/15
Splinter pistolRanged0
Splinter podsRanged0
Splinter rifleRanged0
Stinger pistolRanged5
Stinger podRanged10
Twin liquifier gunRanged15
Twin splinter rifleRanged0
Void lanceRanged0
Voidraven missilesRanged0
Fusion pistolRanged5
Hallucinogen grenade launcherRanged0
Haywire cannonRanged15
Neuro disruptorRanged5
Prismatic cannonRanged15
Plasma grenadesRanged0
Shrieker cannonRanged0
Shuriken cannonRanged10
Shuriken pistolRanged0
Dire AvengersTroops13
Guardian DefendersTroops10
RangersTroops15
Storm GuardiansTroops9
Support weapons (inc crew)Troops30
Corsair Reaver BandTroops10
Corsair Skyreaver BandTroops13
Kabalite WarriorsTroops9
WychesTroops11
TroupeTroops14
Twin scatter laserWargear20
Banshee maskWargear0
Crystal targeting matrixWargear5
ForceshieldWargear0
MandiblastersWargear0
ScattershieldWargear15
ShimmershieldWargear5
Spirit stonesWargear10
Star enginesWargear10
Vectored enginesWargear10
Chain-snaresWargear2
Cluster caltropsWargear3
Grav-talonWargear3
Grisly trophiesWargear2
Spirit probeWargear5
Splinter racksWargear10
The VisarchHQ85
The YncarneHQ290
YvraineHQ120
NameBattlefield RoleChapter Approved 2020Forgeworld 2020

Ynnari Special Rules

The rules presented in this section are intended to be used in addition to those presented in Codex: Craftworlds, Codex: Drukhari and Codex: Harlequins. If your army is Battle-forged, you can include Yvraine, the Visarch, or the Yncarne in any Craftworlds, HARLEQUINS or DRUKHARI Detachment (as defined in their respective codexes), provided that the Detachment does not include any of the following units: any AELDARI named character (other than Yvraine, the Visarch or the Yncarne), any Mandrakes, the Avatar of Khaine, Solitaires or any <HAEMONCULUS COVEN> units. Yvraine, the Visarch and/or the Yncarne can be included in such a Detachment even if a rule (e.g. the Battle Brothers matched play rule) states that every unit in the Detachment must be from the same faction and that faction cannot be AELDARI. If Yvraine, the Visarch or the Yncarne is included in a Craftworlds, HARLEQUINS or DRUKHARI Detachment, you can choose for that Detachment to either remain a Craftworlds, HARLEQUINS or DRUKHARI Detachment, or for that Detachment to become an YNNARI Detachment. If you choose for the Detachment to remain a Craftworlds, HARLEQUINS or DRUKHARI Detachment, then Yvraine, the Visarch and/or the Yncarne can be included in that Detachment without preventing other units from gaining the following Detachment abilities: The Path of War, Craftworld Attributes, Vanguard of the Dark City, Raiding Force, Drukhari Obsessions, Defenders of the Black Library, Masque Forms. Note that Yvraine, the Visarch and the Yncarne do not benefit from any of these abilities themselves. If you choose for the Detachment to become an YNNARI Detachment, then units in that Detachment gain the YNNARI keyword (note that this is not a Faction keyword). The Detachment is no longer considered to be a Craftworlds, HARLEQUINS or DRUKHARI Detachment, and so cannot use their respective Detachment abilities, Stratagems, Warlord Traits, Relics, psychic powers or Tactical Objectives. Also note that you cannot use Craftworlds, Harlequins and Drukhari Stratagems or psychic powers to affect YNNARI units from your army, even though they may have the appropriate keyword (you cannot use a Craftworlds Stratagem to affect an ASURYANI unit from your army that has the YNNARI keyword, you cannot use a psychic power to affect a friendly ASURYANI unit that has the YNNARI keyword etc.).

If your army is Battle-forged, all Troops units in YNNARI Detachments gain the Reclaim the Galaxy ability. In addition, if your army is Battle-forged, all YNNARI units (other than BEASTS, INCUBI and SCOURGE units) in YNNARI Detachments gain the Strength From Death ability.

Reclaim the Galaxy: A unit with this ability that is within range of an objective marker controls it even if there are more enemy models within range of it. If an enemy unit has a similar ability, then it is controlled by the player who has the most models within range as normal.

Strength from Death: When a unit is destroyed, units from your army with this ability draw strength from death until the end of the turn. If a unit is drawing strength from death, that unit fights first in the Fight phase, even if it did not charge. If the enemy has units that have charged, or that have an ability that allows them to fight first in the Fight phase, then alternate choosing units to fight with, starting with the player whose turn is taking place. When resolving an attack made with a melee weapon by a model that is drawing strength from death, and that made a charge move this turn or has another ability that allows it to fight first in the Fight phase, add 1 to the hit roll.

Psykers of the Reborn: Instead of knowing powers from the Runes of Battle, Runes of Fate or Phantasmancy discipline, YNNARI PSYKERS must know their powers from the Revenant discipline

Ynnari Stratagems

As of 07-25-2020 Ynnari Stratagems groups are…

  • Core Stratagems
  • Ynnari Stratagems

(See tabs for details)  

To use a Stratagem you must pay the CPs specified. The same Stratagem cannot be used more than once during the same phase. Stratagems not used during a battle round are exempted from the limit.

Command Re-Roll: 1 CP

Use this Stratagem after you made a hit roll, a wound roll, a damage roll, a saving throw, an Advance roll, a charge roll, a Psychic test, a Deny the Witch test or you have rolled the dice to determine the number of attacks made by a weapon. Re-roll that roll, test or saving throw.

Cut them Down: 1 CP

Use this Stratagem when an enemy unit Falls Back, before any models in that unit are moved. Roll one D6 for each model from your army that is within Engagement Range of that enemy unit; for each result of 6 that enemy unit suffers 1 mortal wound.

Desperate Breakout: 2 CP

Use this Stratagem in your Movement phase. Select one unit from your army that has not been selected to move this phase and which is in Engagement Range with at least one enemy unit. Roll one D6 for each model in that unit; for each result of 1, one model in that unit your choice is destroyed. Assuming that unit was no destroyed, it can now attempt to Fall Back, and when doing so its models can be moved across enemy models as if they were not there. Any models in that unit ends its Fall Back move within Engagement Range of any enemy model is destroyed. Assuming the unit is not destroyed, it cannot do anything else his turn, even if it has a rule that would allow it to do so after Falling Back.

Emergency Disembarkation: 1 CP

Use this Stratagem when a TRANSPORT model from your army is destroyed. All units that are embarked within that model can be set up wholly within 6? of the destroyed model when they disembark instead of the normal 3? before the model itself is removed from the battlefield. These units are not affected by the destroyed model’s Explodes ability – instead you must roll one D6 for each model you just set up on the battlefield. Instead of one model that disembarked being destroyed for each roll of 1, one model that disembarked (your choice) is destroyed for each roll of 1 or 2. Units cannot declare a charge or perform Heroic Intervention in the same turn that they disembarked from a destroyed Transport model.

Fire Overwatch: 1 CP

Use this Stratagem after an enemy unit has declared a charge against one or more units from your army. One of the units that was chose as the target of that charge can fire Overwatch before the charge roll is made.

Counter-Offensive: 2 CP

Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next.

Insane Bravery: 1 CP

Use this Stratagem before you take a Morale test for a unit in your army. That test is automatically passed (do not roll any dice). You can only use this Stratagem once per battle

If your army is Battle-forged and includes any YNNARI Detachments (excluding Auxiliary Support Detachments), you have access to the Stratagems shown here, meaning you can spend Command Points to activate them. These help to reflect the unique strategies used by the Reborn on the battlefield. If a Stratagem is used before the battle to upgrade a unit (e.g. Exalted of Ynnead) and you have an army roster, you must note on it which Stratagems are used to upgrade which units.

A Taste for Death: 1 CP

Use this Stratagem in the Shooting or Charge phase, when an enemy unit is destroyed as a result of an attack made with a ranged weapon by an YNNARI model from your army. Until the end of the turn, when resolving an attack made with a melee weapon by a model in that model’s unit, add 1 to the hit roll.

Whispering Spirits: 2 CP

Use this Stratagem in the Morale phase, before a Morale test is taken for an enemy unit within 1″ of any YNNARI units from your army. Until the end of the phase, subtract 2 from that enemy unit’s Leadership characteristic.

United in Death: 2 CP

Use this Stratagem at the start of the Fight phase. Select one REBORN ASURYANI , one REBORN HARLEQUINS and one REBORN DRUKHARI unit from your army. Until the end of that phase, add 1 to the Attacks characteristic of models in those units whilst they are drawing strength from death.

Inevitable Fate: 2 CP

Use this Stratagem at the start of the Fight phase. Select one enemy unit. Until the end of that phase, when resolving an attack made with a melee weapon by an YNNARI unit from your army against that unit, you can re-roll the wound roll.

Acolyte of Ynnead: 2 CP

Use this Stratagem before an YNNARI PSYKER model from your army attempts to manifest a psychic power from the Revenant discipline. Add 3 to the total for that Psychic test if any enemy units were destroyed this phase.

Reborn Together: 1 CP

Use this Stratagem at the start of the Morale phase. Until the end of that phase, add 2 to the Leadership characteristic of YNNARI units from your army whilst they are within 6″ of any other friendly YNNARI units.

Shrine of the Whispering God: 1 CP

Use this Stratagem before the battle. Select up to three YNNARI INCUBI units from your army. Those units gain the Strength From Death ability.

Aretefacts of Death: 1 CP

Use this Stratagem before the battle. Your army can have one additional Relic of Ynnead. All of the Relics your army includes must be different and be given to different models.

Webway Ambush: 1/3 CP

Use this Stratagem during deployment. If you spend 1 CP, you can set up one YNNARI INFANTRY , YNNARI BIKER or YNNARI BEAST unit from your army in the webway instead of placing it on the battlefield. If you spend 3 CPs, you can set up two such units in the webway instead. A unit in the webway can emerge at the end of any of your Movement phases – set it up anywhere on the battlefield that is more than 9” away from any enemy models. This Stratagem can only be used once per battle

Exalted of Ynnead: 1 CP

Use this Stratagem before the battle, after nominating your Warlord. Select one Ynnari CHARACTER model from your army that is not your Warlord and generate one Warlord Trait for it; it is regarded as your Warlord for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results). You can only use this Stratagem once per battle.

Back from the Brink: 2 CP

Use this Stratagem in any phase, when an YNNARI INFANTRY CHARACTER or YNNARI BIKER CHARACTER model from your army is destroyed. Roll one D6; on a 4+ return that model to play with D3 wounds remaining, placing it as close as possible to its previous position and more than 1″ away from any enemy models. This Stratagem cannot be used on the same model more than once per battle.

The Great Enemy: 1 CP

Use this Stratagem in the Fight phase, when an YNNARI unit from your army is chosen to fight with. Until the end of that phase, when resolving an attack made by a model in that unit against a SLAANESH unit, you can re-roll the wound roll.

Fire and Fade: 1 CP

You can use this Stratagem in your Shooting phase, after an YNNARI unit from your army shoots. That unit can move up to 7″ as if it were your Movement phase, but it cannot Advance as part of that move and cannot charge this turn.

Deadly Misdirection: 2 CP

Use this Stratagem in your Movement phase, when an YNNARI unit from your army Falls Back. That unit can still shoot and charge this turn

Souls of the Strongest: 1 CP

Use this Stratagem in any phase, when your opponent’s Warlord is destroyed. Until the end of the battle, units from your army with the Strength From Death ability draw strength from death, even if a unit has not been destroyed in a turn.

Lightning-Fast Reactions: 1 CP

Use this Stratagem in your opponent’s Shooting phase or the Fight phase, when an YNNARI unit from your army with the INFANTRY and/or FLY keyword is chosen as the target of an attack. Until the end of that phase, when resolving an attack against that unit, subtract 1 from the hit roll.

Ynnari Unique Items

As of 07-25-2020 Ynnari Unique Item groups are…

  • Relics of Ynnead

(See tabs for details)

If your army is led by an YNNARI Warlord, you can give one of the following Relics of Ynnead to an YNNARI CHARACTER model from your army. Named characters and VEHICLE models cannot be given any of the following Relics. Note that some Relics are weapons that replace one of the model’s existing weapons. Where this is the case, you must, if you are using points values, still pay the cost of the weapon that is being replaced.

Hungering Blade

Model equipped with a power sword, star glaive or husk blade only. This Relic replaces a power sword, star glaive or husk blade and has the following profile: Hungering Blade Melee S+3 AP-3 D2 Abilities: When resolving an attack made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any other damage.

Song of Ynnead

Model equipped with a shuriken pistol only. This Relic replaces a shuriken pistol and has the following profile: Song of Ynnead 18″ Pistol 3 S5 AP-1 D1 Abilities: When resolving an attack made with this weapon, on a wound roll of 6+ this weapon has an Armour Penetration characteristic of -3 for that attack. If any models in a unit are destroyed as a result of an attack made with this weapon in a turn, subtract 1 from the Leadership characteristic of that unit until the end of that turn.

Mirrorgaze

When resolving an attack made against a model with this Relic, subtract 1 from the hit roll.

Soulsnare

Once per game, when a model with this Relic is chosen to shoot with in your Shooting phase, that model can throw the Soulsnare instead of shooting with any ranged weapons it is equipped with. Select one enemy unit within 6″ of and visible to that model, and roll one D6: on a 2-5, that enemy unit suffers D3 mortal wounds, and that model regains up to a number of wounds equal to the number of wounds lost by that unit; on a 6, that enemy unit suffers D6 mortal wounds and that model regains any lost wounds.

The Lost Shroud

When resolving an attack made against a model with this Relic, halve any damage inflicted (rounding up). When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is not lost.

Corag Hai’s Locket

When an enemy unit is destroyed as a result of an attack made by a model with this Relic, add 1 to that model’s Move and Attacks characteristics.

Ynnari Psychic Powers

As of 07-25-2020 Ynnari Psychic Powers are…

  • Revenant Discipline

(See tabs for details)

Before the battle, generate the psychic powers for YNNARI PSYKER models that know powers from the Revenant discipline using the table below. You can select which powers the psyker knows.

Gaze of Ynnead: WC 6

If manifested, select one enemy unit that is within 18″ of and visible to this psyker and roll one D6: on a 1, that unit suffers 1 mortal wound; on a 2-5 that unit suffers D3 mortal wounds; on a 6, that unit suffers D6 mortal wounds.

Storm of Whispers: WC 6

If manifested, roll three D6 for each enemy unit within 6″ of this psyker; for each result of 6, the unit being rolled for suffers 1 mortal wound.

Word of the Phoenix: WC 5

If manifested, select one friendly YNNARI INFANTRY or YNNARI BIKER unit within 18″ of this psyker. If that unit contains a model that has lost any wounds, that model regains up to D3 lost wounds. Otherwise, if any models from that unit have been destroyed, roll one D6; on a 4+ you can return one destroyed model from that unit to the battlefield with 1 wound remaining, placing it in unit coherency (if the model cannot be placed in this way, it is not returned to the battlefield).

Unbind Souls: WC 6

If manifested, select one enemy unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made with a melee weapon by a friendly YNNARI model against that enemy unit, you can re-roll the wound roll.

Shield of Ynnead: WC 7

If manifested, until the start of your next Psychic phase, friendly YNNARI units have a 5+ invulnerable save whilst they are within 6″ of this psyker.

Ancestor’s Grace: WC 5

If manifested, select one friendly YNNARI unit within 18″ of this psyker. Until the start of your next Psychic phase, when resolving an attack made by a model in that unit, re-roll a hit roll of 1.

Ynnari Warlord Traits

 

As of 07-25-2020 Ynnari Warlord Trait groups are…

  • Ynnari Warlord Traits

(See tabs for details)

If an YNNARI CHARACTER model is your Warlord, you can use the Ynnari Warlord Traits table to determine what Warlord Trait they have. You can select one.

Lord of Rebirth:

At the start of the battle round, this Warlord regains up to 1 lost wound. When this Warlord would lose a wound, roll one D6; on a 5+ that wound is not lost.

Warden of Souls:

Whilst this Warlord is drawing strength from death, add 1 to their Attacks and Strength characteristics.

Walker of Many Paths: 

Once per turn, when resolving an attack made by this Warlord, you can re-roll one hit roll or you can re-roll one wound roll. Whilst this Warlord is on the battlefield, you can roll one D6 for each Command Point you spend to use a Stratagem; on a 5+ that Command Point is refunded. You can only have 1 Command Point refunded per battle round by this Warlord Trait.

Fear of the Grave:

Subtract 1 from the Leadership characteristic of models in enemy units whilst their unit is within 6″ of this Warlord; subtract 2 instead if any enemy units have been destroyed as a result of an attack made by this Warlord this turn.

Favoured of Ynnead:

When this Warlord piles in or consolidates, they can move up to 6″ instead of up to 3″.

Master of Death: 

When resolving an attack made with a melee weapon by this Warlord, an unmodified hit roll of 6 scores 1 additional hit.

Ynnari Resources

FAQs

Winning Ynnari Lists of 9th edition

2020 Ynnari Lists

  1.